Irrlicht Screenshot Thread

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
katoun
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Post by katoun »

:D Hello people!
Here are some screenshots from the New Water Scen Node for Irrlicht I'm curently working on.(not' yet ready needs some tooning for the constants in the ecuation bla bla bla...)
Image
Image
Image
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Image


:D
hope you like it.
Kat'Oun
r2d2
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Post by r2d2 »

That's looking really nice :) good work!
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afecelis
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Post by afecelis »

@Vermeer: thnx for all that! :D it also means we'll have to double-think the levels we create in order to get dettached meshes wherever we plan to have a shadow getting casted, lol. I tried the "subdivide" command but all it did was triangulate my mesh, so I still gotta try your method, and yes, applying a gaussian blur to the lightmaps sounds very interesting as well. Hey tio, que mata de conocimiento que eres! :D

@katoun: really nice screenshots. The first shot looks like a terrain node with 2 layer blending material, but then (and correct me if I'm wrong) the other screenshots show the ripples get affected and go in the direction they physically should. So what you want is a physics-responsive water node (like those in UT2k3-2k4)? or simply a wate rnode with better wave animation?

anyway, impressive, very very impressive... and cool 8)
afecelis
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Post by afecelis »

Alexl and Vermeer were right!

I thought the tga's were smooth (I thought they'd be, being 512x512) but I just zoomed in and all the jaggies immediately showed up!!!

so AlexL and Vermeer, the gaussian blur trick is one of the ways to go:

Image

:D :D it looks and feels better.
bami
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Post by bami »

Image

This is Irrlicht 0.9 running in GameMaker :)
with lmts lightmaps (recognise the level anyone?), and some (crappy) bumpmaps on the gun model.
cmoibenlepro
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Post by cmoibenlepro »

Katoun:
Afecelis:
Bami:

Whoa great screenshots! :D
katoun
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Post by katoun »

Afecelis:
The frist screenshot is not a terrain!!!
Initialy I piked 4 vertices from the water and draged it up and then released it and that is the first frame.
Next the water goes it's normal corse , it falls down and generates waves :wink:

The idea is that I have just created a IWaterSceneNode witch hase a water_drop(f32 x,f32 y,f32 depht) added witch 'makes' a drop on the coordonate (x,y) on the water and then waves come along.
Just need to make it work.
Kat'Oun
r2d2
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Post by r2d2 »

katoun:
will your water also have movement when nothing drops in to?

bami:
it's a deathmatch map from Halo isn't it? have you rebuild it by yourself or have you more or less stolen it?
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bami
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Post by bami »

its rebuilt by myself (but with a reference model that was stolen), so some things arent scaled properly/arent textured properly/arent lightmapped properly

but im getting there

@ katoun : whoa i thought it just was a slick animation or something, but this is simply amazing
ZDimitor
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Post by ZDimitor »

2Afecelis:

Did you use Photoshop to smoothing lightmaps, or some kind of 3DSMAX tools?
afecelis
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Post by afecelis »

I added a blur filter to the tgas in the "images" folder before exporting to My3d with embedded lightmaps. It made things better.
ZDimitor
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Post by ZDimitor »

2Afecelis:
I got it

2Katoun:
Now we'll have water like in Ogre? Very cool!!!
When you planing to do release of your WaterSurface Scene Node?
SARIN
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Post by SARIN »

eeeeee, chickens. i loveem (this game is a joke. real, but crappy and funny)
http://i4.photobucket.com/albums/y114/K ... icken1.bmp
katoun
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Post by katoun »

2ZDimitor:
Well is king of like the water example in Ogre only this one is inside the Engine not outside(like in Ogre) and it is mutch clear written :D .Orcourse my first test was a total mess(and the source and the result).Now it is realy nice.
But first I must find out how to test when some pirticles hit the water and were (this is for my water demo) and I don't know how yet.
Kat'Oun
ZDimitor
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Post by ZDimitor »

Why don't you create method hitWater(x,y) or somthing like that? You don't need to find who and where hitting your water inside you Water Scene Node, you can do it in other class CWaterWavesAnimator, from which method hitWater(x,y) can be called.
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